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#11915523 Jan 02, 2016 at 11:33 PM · Edited 3 days ago
Oathsworn
72 Posts
HERO MODE

HP | Damage Roll(s):

Hp: 50
Damage: 1d25+9, crit 19-25 +5
Healing: 1d23+5, crit 17-23+5

Diplomatic Roll:


Character Stats:
Commander +5
  • Iron Fist [Passive]: Grants immunity to routing.
  • 1 additional commander point


Race: Sin’dorei
  • Swift - Increases your character’s walk and sprint by +5ft.
  • Arcanic Affinity - You have a +4 to Arcane based challenge checks.

Background: Soldier
  • Disciplined - Whenever your character successfully resists a CC check, they gain 1d15+5 HP.
  • Impervious - When your character has 75% or higher HP, CC checks against you have a -2 threshold.

Virtues:
  • Adventurer (Raid) - Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
  • Athletic (Raid) - Allows your character to reroll a failed sprint check. (Only one success per event)
  • Versatile (Raid) - Your character may choose one ability from another base class.
  • Night Vision (Raid) - Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
  • Unbroken (RBG) - Your character may rerolled any failed physical challenge rolls. (One success per event).
  • Protector (RBG) - Your character is no longer has their movement hindered when carrying another player in a battlefield.
  • Light Kissed (1800 3s) - Your character has a +4 to light based challenge checks.
  • Amphibious - Allows players to cross or move through water without a challenge check or a movement penalty.
  • Brave - Decreases the required threshold to pass a fear CC check by -2.
  • Expert - Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
  • Inventive - Decreases the threshold of all challenge checks by -2.
  • Stern - Increases your character’s intimidation rolls by +2.
  • Blessed - Allows your character to roll a 1d20>12 when defeated to reduce their character’s wound severity by one.

Vices:
  • Crass (I) - Your character have a -4 to etiquette challenge checks.
  • Frail (I) - Your character has a +4 to wounds and suffers an +1 to wound duration.
  • Hotheaded (I) - Every failed social challenge used against your character will force your character to roll 1d3 to prevent challenging them to a duel. A roll of 1 is considered to be successful.
  • Plain - (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
  • Shy (I) - Your character's social challenge rolls have a +2 threshold.
  • Stubborn (II) - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
  • Weakness to Shadow (II) - (Negates Touched by Shadow) Your character cannot pass shadow based challenge checks.
  • Weakness to Decay (II) - (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.

Equipment:
Spell-Barrier[1]: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Offensive Spells(Spell): 1d30+9, crit 22-30 +5

Jai’Belore, Shaft of Sunlight: Mystic Item

[Spirit Leech: Roll 1d5 after basic attacks/healing and abilities to add to your shield up to 30hp]
[+1 to Mod damage/healing on basic attacks and abilities]
[+2 to Max damage/healing on basic attacks and abilities]
Damage: 1d15+7, crit 11-15, Riposte[3]: Instant. When used, the player may roll 1d10>6 to attempt to counter attack a melee attack with the weapon where riposte is applied.

Class: Priest

Movement and Range:

Range: Melee/ 35ft
Movement: Walk 35ft/Run 55ft

Class Abilities:
Call of the Light[2]: The priest succumbs to the overwhelming power of the Light, increasing their spell power while simultaneously degrading their health. Deal 4d17+13 to an enemy target. Half of the damage rolled is also dealt to the priest. A player cannot kill themselves with their own spell. (Reflavoured Call of the Void)
Range: 35ft

Atonement[3]: The priest weaves the forces of Light and Shadow to simultaneously curse their enemies as they heal their allies. Roll 2d22+10 and pick two targets - an enemy to attack and a compatriot to heal

Dawning Glory[3]: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d14+12 healing/damage.
Range: Cone

Prestige Class: Sunshatter Ardent

-5hp. +3 max and mod by +2 damage and healing.

Perception passive: +20 to perception

Causality[Passive]: At the start of the event, the Sunshatter Ardent may choose a single allied player to be buffed with Causality. Whenever the Sunshatter Ardent deals damage for the remainder of the event, that target player is healed for 50% of the damage dealt.
Range: Self

Crusaders Fury[2]: The Sunshatter Ardent expends their magical power to strike at all of those near them. The Sunshatter Ardent deals 3d17+15 damage to all enemies foes within 5ft. All allied players within that radius are also healed for 50% of the damage dealt.
Range: 5ft

Alchemist Bag and Soldier Pack:
Potions/Poisons (2 slots):
2x Windfury potion (1xE)
2xMindvenom (1xE)
Bandage/Oil (2 slots):
1x Splint (E)
1x Oil of the Demonslayer
1x Darlings Grace (E)

Veteran Traits:
Demon Slayer- Adds the trait of Versatile, which allows players to pick a skill from another class. Awarded to the Sunguard raid team for clearing Hellfire Citadel.
Act IV Veteran- +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).
Adventurer- The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.
Athletic- The player may reroll a failed sprint roll once per event.
Night Hunter - Night vision trait


COMMANDER MODE

HP | Damage Roll(s):

Hp: 115
Damage: 1d55+25 (flanking charge 1d80+25)
Healing: 1d55+15

Numisa Corvus, the Crow's Medal: Mystical Item
[+10 to Max damage]
[+5 to Mod damage]
[+10 to March and Forced March distance]

Subunit:
Dawnmenders

Rank:

Dawnward

Troop Choice:
Dawnmender Guardians

Troop Abilities:
Note: Dawnmender Guardians may heal for a turn instead of doing a direct melee attack.

Battlemending:
When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.

Movement and Range:
Range: Melee/ 35ft
Movement: March: 80ft Forced March: 100ft

Commander Points: 6

Final Sacrament[1]
Cost: 2 Commander Points
Bonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.
The last rites are the most important.

Desperate Intervention[Passive]
Cost: 1 Commander Point
Bonus: Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.
“Heroic deeds bring out the best of us all.”

Blacksun Wrath
Cost: 1 Commander Point
Bonus: Dawnmender Guardians can now mount Blacksun Coursers and gain the ability to use flanking charge on enemy targets and also gains penetrating assault. This increases their max March/Forced March range by 25ft. (+25max if attacking from the side/back)
“There is a reason why the Blacksun Gate has never fallen and it has nothing to do with its towering walls.”

Venerated Cleric
Cost: 1 Commander Point
Retainer
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
“Any soldier can become fearless when they have the support of a powerful healer at their back.”

Nightweaver Adherent
Cost: 1 Commander Point
Retainer
Unlocked: Nightfallen Resistance- The Edge of Night Campaign
Bonus: +5 to max and mod damage/healing. Grants the ability Arcanic Barrier[1]: For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.
The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy.


Campaign points (Account wide)
Act 4: 5 (2+2+1)
Legion: 6 (2+2+2)
RBGs (07 May 18): 2
Rank Dawnward: 5
120s in guild: 3
Raid (Uldir): 1
Spent: 14 (Lirelle PC, Sen PC, Commander, stat change)
Current: 7
Crafting: Fortified Essence x6, Heroic Essence x0, Mystic Essence x8
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#12889298 Nov 30, 2016 at 05:39 AM
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Updated 12 August 17 with 1800 3s extra virtue.
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#13910252 Nov 27, 2018 at 07:40 AM
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Edited 27/11 - stat change
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